Leveling Spots
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Contents |
Mage Types
Mage
See Mage Leveling for details
Wizard
See Wizard Leveling for details
Sage
See Sage Leveling for details
Merchant Types
Blacksmith
Alchemist
- Prontera Culvert 4 Low-level
- Toy Monitoring Room Toy Factory 2: Low-level
- Orc Dungeon Level 2: Low-level
- Clock Tower B4f 70+ (125+ hit)
- Inside Ancient Shrine Tamruans: 80+
- Sphinx Level 4: 80+
- West Kokomo Beach 80+
- Somatology Laboratory Biolabs 1: 80+ (only Removers if flee is low)
- Prontera Guild Dungeon 80+ (Fireblend / Ice Pick)
- Clock Tower B2f High Orcs: 80+
- El Mes Plateau Sleepers: 80+ (Ice Pick)
- Turtle Island 85+ (200+ flee)
- Rachal Sanctuary 90+ (200+ Flee)
Acolyte Types
Priest
Full Support Priest
Solo
- Payon Cave 1 Skeletons and Zombies: 12-30
- Amatsu Dungeon 1 Firelock Soldiers: 30-66
- Glast Heim Churchyard Everything in sight: 50-70
- Sphinx 4 Anubis: 70-99
Party
- Louyang Field 1 Mi Gaos: 30-70
- Magma Dungeon 1 Everything in sight: 70-99
- Ice Dungeon 3 Everything in sight: 80-99
- Ice Dungeon 2 Everything in sight: 95-99
- Somatology Laboratory 3 Everything in sight: 95-99
Monk
First of all, it's a good idea to level all your basic skills at Training Grounds. An aco should not be afraid to spam his nove potions, as they will turn to weak once you job change to your first job.
Second, Battle acos are some of the hardest classes to level. It's a requirement to reach Job level 50, and Acos have to use 20 skill points in Divine Protection and Demon Bane just to get their first Monk Skill. Besides, they have no offensive attacks at their disposals.
- Prontera Culvert Tarous and Plankton: 10-20
From level 10 and up, try fighting Tarous and planktons at Culvert level 2. He should watch out for familiars. Bringing some red pots will help him greatly in the first levels. Level his heal up to level 3, then get Inc. Agi 1 for the walking speed.
- Mt. Mjolnir Horns: 20-30
If he sits upon a large pile of money, buy a good amount of red potions and try taking down Horns one map north for the Culvert entrance. Those and Cocos will do good Exp the next ten levels. If he's averagely rich, get him a Stunner for 60k in SW Morroc. He can use it after level 27, and he'll notice a significant difference in ATK. If he's not very rich, try going some more for Tarous. It's slow, but that's the life of a Battle Aco. During this stage, try to level his Pneuma tree. (Ruwach 1> Teleport 2> Warp Portal 4> Pneuma 1)
- Mt. Mjolnir Horns,Toy Monitoring Room Cruisers: 30-40
By now, he should be able to rely more on his heal than his pots. If he wants to, he can slow level some on Horns before getting to the real deal: Long ranged enemies. Pneuma is a skill which grants him complete defence against long ranged attacks, such as gunshots from Firelocks or Cruisers, arrows from Gargoyle or Archer Skeleton etc. For leveling Solo, this is one of the most usefull skills. If he has proper Dex, he can start leveling some great levels at Cruisers.
By the way, BEFORE HE REACHES LEVEL 40, he should reconsider his skill points. If he's not pleased with them, he should go to the Hypnotist close to the Tool Shop in Pront and have them reset. After level 40, he can't do this anymore.
- Tatami Maze Firelock Soldiers, Toy Monitoring Room Cruisers: 40-50
Either stay at Toy Factory for ten levels more, or head to Alberta, and go to a place called Amatsu, and enter the dungeon after completing the dungeon quest. Find an enemy called Firelock Soldier there. These guys are great Exp, and the cards they drop are worth very much. Remember, pneuma doesn't ward off skills. Firelocks have a fire attack which can deal about 7-800 damage. Also, getting to Amatsu costs 10,000z.
Carry a hiding clip/nile rose/belt to hide when come across Shinobi.
- Tatami Maze Firelock Soldiers,Toy Monitoring Room Cruisers: 50-60. Whatever works best. Firelocks give better JEXP. Cruisers = Safe, Firelocks = Best.
- Tatami Maze Firelock Soldiers: 60-Job change
Firelocks, firelocks and more firelocks until Job 50. Leaf Cats is also a good place once after Base Level 60.
- Juno Field Sleepers, Morroc Field Sandman or Tatami Maze Firelock Soldiers: Job Change - 75
Basically, it's firelock soldiers until the player gets enough job levels. If the player chooses to be an occult impact monk, the player should go to Sleepers once the player gets lvl 5 Occult Impaction. If the player is an AGI type monk or just wants to go hand-to-hand combat with monsters for leveling, they should go for sandman.
- Freezer, Permeter, Solider: ~75+ Perfect for Occult Impact Monks. You need a Triple Clamorous Chain and Priest with Lex Aeterna and you can one-hit the turtles. Great EXP also for the higher monks. Only the Pests could get on your nerves ;)
- Hill Wind: 70-85 to Combo Monks with a earth element weapon and 190 flee rate. The hill winds have low HP and a good among of exp and job exp. Just watch out of Drosera's Close Confine.
Thief Types
Assassin
- Payon Field Poring Island: 1-20
- Prontera Culvert Level 1 to 3: 15-35
- Einbroch Field Metalings: 20-45
- Toy Monitoring Room Toy Factory 2: 40-60
- West Orc Village 60-80
- Valley of Gyoll Nifflheim Field 2: 70-85
- Juno Field Sleepers: 75-90
- Clock Tower B2f High Orcs: 80-90
- Turtle Island Surface 80-90
- Sphinx Level 4: 80-90
- Turtle Island Dungeon Level 2: 80-99 (with Ice Pick/House Auger)
- Ruins of Juperos Juperos 1: 90+ (or earlier with +8(+) Triple Beholder Jur and Grimtooth; status arrow optional)
- Somatology Laboratory Biolabs 3: 95+
Rogue
Rogue leveling spots are very similar to an assasins.However leveling techniques and methods will differ. e.g Being a snatcher in Biolabs 3 when 95+
Archer Types
Hunter
- Training Grounds: 1-11
Try to stick to the Training Grounds until at least base 10, it isn't that hard, even with 1 strength.
- Prontera Field Savage Babes, Desert Wolf Puppies, PecoPeco Eggs, Condors, Pickies: 1-11
If you somehow end up in the prontera area and are not job 10 yet, go here, there is a better map for Wolf Puppies, but there you are likely to get overwhelmed if a lot assist what you are attacking, this map can also be applied to any class if you are still a novice, under job 10, and you can get your first few job levels here as well after changing.
- Mt. Mjolnir Floras, Mandragoras: 11-25
Use Fire Arrows, Floras are Large, so it may take a while at first, Floras cannot hit you if you are about 4+ spaces away, Mandragoras cannot hit you at about 5+ spaces away and are also weak to fire, beware Argiopes and Male Thief Bugs.
- Einbroch Field Floras, Geographers: 15-35
Use Fire Arrows. Floras and Geographers are stationary and cannot attack beyond 4 cells. Do not attack the Yoyos and Porcellio that roam this field. Yoyos assist, and Porcellio hit hard and fast, at the recommended levels.
- Payon Field Greatest Generals: 30-60
Crystal Arrows recommended, Generals will not attack if you attack from about 4+ steps away, beware Horongs and Nine Tails, might be able to go here earlier if you have 80+ hit.
- Einbroch Field Metalings, Geographers: 30-70+
Fire Arrows recommended, beware clusters of 2 or more Geographers as they will heal each other, ONLY try to kill the Mineral on the map if you have a high ASPD/Flee or have Ankle Snare, Geographers require 143 hit and cannot hit you from 4+ spaces away, Holdens have a 9 cell attack, so attack at your own risk, while there are other Metaling/Geographer maps, this one has the most Geographers and usually has lots of people, making it somewhat easier to find a party.
- Einbroch Field Goats, 5 Harpies (After 10.4): 70+
Crystal Arrows recommended for Goats. After Episode 10.4, 5 Harpies appear on the field, so have Stone Arrows handy. Ankle Snare is a must, as Goats assist, and have a stun attack. A 3+ Goblin carded bow, 120+ DEX, and a 173+ ASPD are all you need for Goats. This is just about the best soloing spot in the game (after Episode 10.4) for trappers. If you have high FLEE (210+) and moderate VIT (30+), you can forgoe the traps. Bring Green Potions for the Harpies, also they have a high AGI, and will use 2 traps, if you don't Double Strafe them.
- Juno Field Goats, Drillers, 40 Harpies (After 10.4): 70+ (pre 10.4), 80+ (post 10.4)
Crystal Arrows recommended for Goats, Stone Arrows for Harpies. After Episode 10.4, 40 Harpies appear on the field, reducing the ease of hunting and experience rate. Prior to 10.4, this is the best soloing spot in the game for trappers (low FLEE Hunters), an easy 1 Mil/hr. After Episode 10.4, you might consider the field mentioned above.
- Glast Heim Culverts 3 Sting, Gargoyle: 70+
Fire Arrows for Stings recommended, Earth Arrows for Gargoyle, Traps, and Alot of Fly Wings. The experience here is better than Geographers and it's quite easy to kill Stings. Try to aim to attack a Sting from a far, they die very easily to Fire Arrows but they Hit Hard and Fast if they get near. Beware of Gargoyles, if you see them, quickly Teleport away to avoid being hit.
- Papuchicha Forest Alligators, Poison Spores, Savages, PoPorings: 25-60
Unless you have a party or a tank, you will most likely be cliffing the Alligators, Wind arrows work best on Alligators, while Fire works best on the Savages, a +8 or higher multiple Goblin carded(extra damage againt Brutes, Alligator and Savage are Brutes) is recommended.
- Kokomo Beach Fur Seals, Galapagos: 70+
Wind Arrows for Fur Seals, Fire Arrows for Galapagos, and a 3+ Goblin carded bow for both. Prior to your 80's, Ankle Snare is pretty much a must. Once your FLEE is above 195, you can forgoe the traps; however, Fur Seals have a very powerful water element attack, so water or wind property armor is recommended if you are not trapping. They also have a fairly strong normal attack, so it is highly recommended to trap, or Double Strafe. Either way, a Fur Seal will go down fast. These are basically like Stings, without annoying Gargoyles, but requiring Wind Arrows.
- Sphinx Minorous, Pasana, Marduk: 65+
Crystal Arrows and a +8 or higher multiple Vadon Carded bow extremely recommended, if you are lacking in ASPD/Flee, you will need to rely on Ankle Snare a lot, Beware Minorous' Hammerfall, especially in groups, Pasanas use Critical attacks as well, Pasana carded armor or Fire Resist potions are useful, as Marduk uses Firewall and Fire bolt, there are also a few Mimics to look out for.
- Clock Tower 2F Clocks, Punks, Ridewords: 65+
This is also a popular Mage Class leveling spot, so be prepared to have Mimcs and Ridewords dumped on you occasionally, Fire Arrows are very useful against Clocks, a +8 or higher bow with either multiple Skel worker cards(more damage against the medium sized clocks)or preferably multiple PecoPeco Egg cards(More damage against the Formless type Clocks, Ridewords, Mimics and Tower Keeper), try to avoid the 2 Elders on this map like the plague unless you are high level, a Party helps here, but the map is solo able.
- Clock Tower 3F Alarms, Ridewords: 65+
Same equipment recommendations as above, except use either Iron, Steel or Oridecon arrows, Iron are the easiest to get though, as above, beware of mage types dumping Ridewords and Mimics on you, another thing to look out for: Since the implementation of episode 10.2, the chance of an Alarm dropping a Clip accessory was severally reduced, since then, some individuals have been setting up mage class or Rogue bots in a attempt to farm Clips, a majority of the time, these bots gather large mobs and teleport away if a human player is in the area.
- Clock Tower 4F Alarms, Clocks, Owl Dukes: 65+ (Party HIGHLY recommended)
Owl Dukes can mess you up pretty badly, in addition to the bow recommended in the previous 2 spots, a +8 or higher multi Minorous carded(extra damage against Large sized Owl Dukes) or multiple Abysmal Knight carded(Extra damage against Boss flagged monsters, Owl Duke is boss flagged) bow, beware the lone Elder, as well as the Executioner, sometimes, there is a spot where all the ridewords on the map respawn at once, be prepared to teleport if you stumble into there.
- Turtle Island Surface Dragontails & Spring Bunnies: 85+ (10k zeny fee required)
Can be mobby from time to time. Use flywing or sandman trap when running into a mob. A malicious bow is good for regening HP if soloing. Instead of bringing Fire/Stone quivers, bring Red Bloods (if you find them cheap) and Green Lives to craft; they are much lighter. Use fire arrows on bunnies and stone arrows on dragonflies, silver arrows on pests if you bother to kill them. Beware of bunny bashes, they hurt! This is the best soloing spot for high FLEE hunters, bringing in around 1.5 Mil/hr, but take care. OR, if you have good INT, go with a Priest, and you can bring in 1.5 Mil/hr for the both of you! This a great place to use Focused Arrow Strike for you Snipers.
Hunting Up Arrows
- Undersea Tunnel 4 Hydra, Marine Sphere, Phen, Sword Fish, Marc, and a few Merman: 80+ (Gills: Crystal Arrow Source)
Wind Arrows and a 3+ Drainliar carded bow. A FLEE of 190+ is recommended. Bring some traps for the Merman. It can get a little mobby, so make certain to keep a good 120 SP handy for emergency Double Straffing. This map is also a good reason to have Arrow Shower 9. The EXP rate is OK, around 500k/hr, but expect it to go up when the monsters are modified in Episode 11.1. The real reason to come down here, is for Gills, dropped by Swordfish and Marc. Each Gill makes 150 Crystal Arrows and 80 Iron Arrows. It is possible to get 50-70 Gills for every 30 minutes of work.
- Juno Field Grand Pecos: 70+ (Wind of Verdure)
Crystal Arrows recommended, as are Traps if your FLEE is less than 200. A 3+ Goblin carded bow is recommended, as Grand Pecos have a reasonable DEF. Some Grand Pecos will assist. The EXP rate in this field is not-so-bad (about 600k/hr), but the primary reason to hunt here is Wind of Verdure. It is possible to obtain 12-15 of the things for every 30 minutes of hunting.
- Juno Field Sleepers: 80+ (Great Nature, can be converted)
Bring Fire Arrows and Traps. Sleepers have high DEF, and are normally recommended for Occult Impact Monks, and CRIT or Ice Pick wielding Assassins. However, high DEX and Kaho/Pecopeco Egg cards, or a hyper-active Falcon (45+ LUK) will make short work of them. You will want to trap Sleepers, as they cast Defending Aura 5 frequently while they attack. Trapping reduces the frequency of its use. Detect is also a must. Surprisingly, the EXP rate is fairly good here (700k/hr), but the primary reason to hunt in this field is Great Nature. You can easily obtain 20-30 pieces in 30 minutes of work. Great Natures can be exchanged for other Elemental Stones in the Ore Combining quest in Amatsu (8:1 for Flame Heart or Crystal Blue, 12:1 for Rough Wind). You can then take these stones to the Shaman in Umbala for the Ore Downgrading quest, which will average 8 Elemental Ores for every Elemental Stone. In the end, you can get 160-240 Green Lives, 20-30 Red Bloods or Crystal Blues, or 12-20 Wind of Verdures for 30 minutes of not-so-bad hunting.
Bard/Dancer
Geographers -- very good for when you're level 30-40. Be careful because they heal each other if there is more than one. Don't go too close to them, cause they will probably kill you in about 2 or 4 hits.
Mi Gaos -- [level 40+] You might want to find a tank for the first couple levels because of the mantis'. Run and hit Gaos, they hit very hard.
Juperos -- [level 70-95] If your musical/dancing dancing skills are mastered (e.g.: you're a Supportive build), Juperos might be a nice leveling place if you're prior to the Rachel Episode update. Usually a party needs two couples to raid the place, and the skills they look for mostly are Gypsy's Kiss/Magic Strings and Mental Sensing.
Stings -- [level 70+] Try and find a priest that will accompany you here, it goes faster, and the priest can also level if they are around the same level as you. Be careful, stings are aggressive and there are also gargoyles on the map which are ranged.
Dark Frames -- [level 70+] A nice alternative to Stings. On the Glast Heim overworld map, go to the four entrances above the entrance to Castle 1. Very helpful to clear a room off all the Ridewords with a Snatch Rogue. Advisable to go here with a Priest early on and later by yourself. Much like Stings, they should die in 2 Double Strafes with the right elemental arrows and bow.
Hill Winds -- [level 75+] Hill Winds can be 1-shot killed with Double Strafe with 140 dex, Quadruple Clamorous Composite Bow, Stone Arrows, and a Dragon Tail carded Garment. Bring lots of Fly Wings or a teleport clip. Be careful of Hill Wind's long range melee attacks (3 cells) with fast aspd. Also be careful of Drosera using Close Confine.
Swordman Types
Knight
- Training Ground: 1-13(Stay here pretty much until you reach level 13, which by then you should be able to Apply for the Swordsman Class Change Quest. )
- Prontera Culvert 1-2: 13-30 (Application for Culverts is in the Knight's Guild and then aim to kill Thief Bugs, Tarou and Female Thief Bugs. )
- Prontera Culvert 3: 31-40 (At this level, it's possible to kill Male Thief Bugs. Try to bring some potions and upgrade the weapon until it's at the safety limit to maximize on damage. )
- Geffen Dungeon 1: 41-50 (Average loots, above average Exp drop rate though the place is full of aggresives. )
- Byalan Dungeon 1-2: 41-50 (Excellent loots, fair EXP. Bring some Potions and if you can afford it, preferably Wind Weapons. )
- Payon Dungeon 2-3: 41-50 (Apple of Archer can be obtained from the Archer Skeletons so feel free to hunt there for experience and loot. )
- Orc Dungeon 1: 51-70 (Mobbing Orc Zombies and Orc Skeletons is a great way of earning fast experience and loot. It's recommended to use a Fire Weapon here for maximum damage output.)
- Byalan Dungeon 3-4: 51-60 (Killing Obeaunes, Marse, Cornatus is good experience and loot. Try to see if one can either Shield [1] from Cornatus or a Fin Helm from Obeaunes during this level. Also, bring Fly Wing to avoid confrontation with the occasional Merman. )
- Payon Dungeon 3-4: 51-60 (Kill Munaks and Bonguns for experience, and pet taming items such as Old Portrait and Girl's Diary can be obtained from them which you can trade those in at Izlude's Tool Shop Pet Tamer for the taming items of the monsters respectively. )
- Sphinx 3: 61-70 (Take on the Pasanas, Marduks, and Matyrs. Try to bring some Potions to heal and try to look out for the Pasana card, which will prove helpful for training here. )
- Coal Mine 3: 61-70 (It's a good place to train if one has enough Potions and proper gear. )
- Byalan Dungeon 4: 61-70 (Kill Mermans, but at this point it's somewhat mandatory to have a Wind Weapon killing can be done much faster and survival is easier. )
- Orc Dungeon 2: 71-80 (Mobbing Zenorcs and Orc Skeletons gives pretty decent experience. Shining Stone can be obtained here from Zenorc which can be used to tame Green Petites, some extra cash wouldn't hurt. )
- Pyramids 4: 71-99 (This place is a great place to train either by mobbing Isis with Brandish Spear or just beating them down using a 2 Handed Sword with 2 Hand Quicken. Getting a Priest's Aspersio is a great endowment to use in this map also for added damage. )
- Geffen Field 14: 71-99 (High Orcs are also good to kill, they drop decent loot and experience. It's recommended to get an Ice Elemental Weapon or Hydra Card weapons to maximize on the damage output. If possible, then Mob them till level 99. )
- Levels 70-99: MVPs (Party), Thanatos Tower (Party), Raydrics (Solo)
Crusader
Grand Cross
See Crusader Leveling for details

